Game On! An Industry’s Journey
Vicarious Visions, Inc. Karthik Bala, CEO Guha Bala, President
Game On! An Industrys Journey Vicarious Visions, Inc. Karthik - - PowerPoint PPT Presentation
Game On! An Industrys Journey Vicarious Visions, Inc. Karthik Bala, CEO Guha Bala, President About Vicarious Visions A Leading developer of video games Headquartered in Albany, NY, with 140 employees Founded in 1994 by
Vicarious Visions, Inc. Karthik Bala, CEO Guha Bala, President
2
A Leading developer of video games
– Headquartered in Albany, NY, with 140 employees – Founded in 1994 by brothers Guha Bala and Karthik Bala – In January 2005, VV was acquired by Activision, Inc. – the second largest publisher of video games in the world
Market Success
– 25 million games sold worldwide – Generated nearly $1 Billion in retail sales!
Activision
– Founded in 1979 – one of the first video game publishers – Annual sales over $1.5BB US
3
Multi-platform Development – handheld and console
– PlayStation 3, Xbox 360, Nintendo Wii – Nintendo DS, PlayStation Portable
Strong Entertainment Brands & Partnerships
– Shrek, Spider-Man, Star Wars, Transformers, Spongebob, Finding Nemo, Doom 3 and many others. – Dreamworks, Pixar, Disney, Lucasfilm, Sony Pictures, Marvel
Our People
– World class creative and technical talent – Diverse skill sets and backgrounds
Our Code
– ~20,000 lines of code in our games in 2000 – >1 Million lines of code in our games this year
4
Released in 1972 Simplistic games made from fundamentally few mechanics
5
35 Years Later…
This image cannot currently be displayed.6
7
8
9
Cottage industry Large, specialized global businesses
– Space Invaders
– Spider-Man Movie 3
10% production management)
spend
Hobbyist talent Specialized labor
– Early games developed by simple teams of programmers and artists – Today, teams have more formally trained talent pool: programming and art training a must, and ongoing. Many have advanced degrees.
Industry that generates $35BB in total worldwide sales. In the US,
$16BB greater than movie box office receipts
10
Great games that culturally resonate
– Revenue and profits heavily correlate to top few titles – A fashion driven business
Timing in the marketplace
– Rigid market windows
Low defect rate
A Talent Driven Business
– Projects that offer creative and commercial impact – Quality workplace
Sustainable delivery in this environment is very valuable
11
CNK opportunity
– Another project slipped, $50MM hole in the forecast – Customer asked us to pull in the date by 1 year and add PS2 and X-Box – In retrospect a crazy decision
Shipped on-time, Holiday 2003 to commerical success
This image cannot currently be displayed.12
Burnout Difficult work
conditions
Attrition Endemic to games
industry
13
Spider-Man 2 for NDS
– 5 months cycle – New technology – Hardware launch – Movie-tie in (DVD launch window)
Better methodology better
products, better quality of life
– Software – Production
Became the #2 title for the
platform in 2004 big success
14
TSP/PSP
– Initial rollout: PSP software training for programmers 2 1 week courses – External coaching for Spidey 2 NDS
Capability training
– Project management – Leadership development
Upstream QA
– Formation of early and mid stage QA effort
15
16
Planning techniques favor understood development methodology
– Game development is iterative and values qualitative judgment of completion – Rework for purpose of polish increases game quality. Traditional TSP correlates rework with defects.
Training methodology tailored for programmers: we are in a software
business, but the techniques need to be accessible for non-software people
– Makes buy-in more challenging – Leads to lower participation in the technique
Available tools are cumbersome for re-planning
Result: Conclusions from data are inconclusive or inaccessible
17
External forces:
– Licensors, subcontracts, other suppliers are not process compliant … so significant inputs are left outside the TSP process
Our mistake: large scale change implemented
without bulletproofing led to significant perception that process is burdensome
18
Tools: developing on the Dashboard Process: experimentation with SCRUM for early
iterative prototyping. TSP for more structured development phase. Working on combining the techniques
Training: adapting PSP training for broader
audiences
Staff support: relieving the tool and data
manipulation burden from team members
19
Lessons not just for games
– Era of Digital Entertainment
music - any form of digital media
Talent pool is diverse, and huge Improvements will have far-reaching
20
We’re broadening the reach of games … new experiences, new audiences - worldwide. The technology that’s drives this is growing ever more complex We must also broaden the way our project management methods engage technical and creative talent to achieve greater and sustainable success.
This image cannot currently be displayed.